Amurites Strategies

He's saying that the Amurites have good things for their Arcane, Archery, and Recon lines, but not so much for their Melee and Mounted lines, and so by following Empyrean they can fill up those two gaps with access to good units.
 
Thanks, Emptiness, I should have been clearer.

Radiant Guards and Rathas start with the Sun 2 promotion, allowing them to cast Blinding Light. If you upgrade Radiant Guards to Champions, you get Champions with the Blinding Light ability, which makes them more useful than ordinary Champions. And since Rathas have the same strength and movement as Chariots, you can build them as a Chariot replacement, getting a unit with the same combat strength PLUS the ability to cast a pretty useful spell. Rathas can also upgrade to Knights.
 
I tend to think that the Empyrean may also be the best fit for Dain, although Valledia ought prefer the Council of Esus.
 
and yes, I like FOL for a specialist economy. Also I don't have to worry about building farms (complete opposite of the Aristograrian strategy)

of course I spam farms early on to get a couple settlers though.


Arcane Lacuna is a really, really nice spell for once the AI start to use magic alot. It may even rise to become one of the most powerful spells, but of course it depends on what someone specializes in.

Heck, the Lacuna could even be labeled as a Chalid Killer. as well as an immunity to AOE spells (AV and OO) as well as an immunity to a Spectre spam or Fireball spam ... so its a great way to defeat the OO in a naval war, and Vampires(spectre), Luichurp(fireball), or Shieam(spectre and ROF) quite specifically.
 
I prefer going deep fire late game. The reason being that youre going to be faced with masive SOD's and the benefit of colateral damage outweighs the benefit of having one shot killers Wraiths. I find that Djinn are perhaps even better as a super summons as they have affinity to all types of mana and late game you should control a fair ammount of different nodes.
A late game setup should include a couple of Archmages/Lichs with Meta 3/Fire 3 as stack killers, a couple of Meta 3 / Mind 3 for Hero Domination (Yummy). As the Amurites your arcane units should have enough xp to get at least two tier 3 spheres and the attendant lower tier buffs.
 
My general tactics for the Amurites would be as follows.

Use any expedient technologies and religions to secure a small/medium empire with a good economy in the early game. Don't expand too fast or look for conflicts. Then concentrate on magic research to get Govannon, wizards, and firebows too. Use meta-magic to repeatedly change your mana nodes and get most the powerful magic promotions on your units. Govannon helps with this. Firebows and wizards can then form the core of a very capable mid game army. From now on you can look to expand militarily. Continue that military strategy through to have endgame armies with any big value units supporting your archmages, liches, and druids. Use any appropriate civics or religions, although you may lose druids if you lose neutrality, or lose mana types in the overcouncil.

If you don't understand magic promotions then you're not going to get the best out of the Amurites. The best way to learn is probably to play the Amurites and really test everything out. You can specialise, generalise, and try out every type of mana - all in one game. Govannon is the key to powerplaying the Amurites.
 
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